[Warzone-dev] [bug #11104] No map textures (all black)
URL: http://gna.org/bugs/?11104 Summary: No map textures (all black) Project: Warzone Resurrection Project Submitted by: omikronman Submitted on: Mittwoch 20.02.2008 um 11:11 Category: Engine: Graphics Severity: 4 - Important Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Release: 2.1_beta1 Operating System: Mac OS Planned Release: None ___ Details: Vehicles and buildings are okay, but all map textures are missing (completely black). ___ Reply to this item at: http://gna.org/bugs/?11104 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman: My idea to this would be to let Make generate the redundant files. Thus the question: What are the differences between the different player files? I'll then try to find out if and how Make can create that. --Dennis Slo file are identical, for now. Vlo files have 2 differences: On the first line: script playerX.slo X is AI slot (player) number, 0-based. And 4th line: player INT X where X is again the player number, identical to the first X at the first line. Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get their rules, too, if they want to autogenerate the files, too. --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman: My idea to this would be to let Make generate the redundant files. Thus the question: What are the differences between the different player files? I'll then try to find out if and how Make can create that. --Dennis Slo file are identical, for now. Vlo files have 2 differences: On the first line: script playerX.slo X is AI slot (player) number, 0-based. And 4th line: player INT X where X is again the player number, identical to the first X at the first line. Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get their rules, too, if they want to autogenerate the files, too. It simplifies things when compiling wz, but it is still inconvenient when working with Aivolution, too many steps are necessary to convert player0.slo and player0.vlo into the input that autotools expects right now. Being able to just drag-and-drop player0.slo and player0.vlo without caring about anything else would have been easier. Can the automake file be adapted for this? --Dennis -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman: On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman: My idea to this would be to let Make generate the redundant files. Thus the question: What are the differences between the different player files? I'll then try to find out if and how Make can create that. --Dennis Slo file are identical, for now. Vlo files have 2 differences: On the first line: script playerX.slo X is AI slot (player) number, 0-based. And 4th line: player INT X where X is again the player number, identical to the first X at the first line. Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get their rules, too, if they want to autogenerate the files, too. It simplifies things when compiling wz, but it is still inconvenient when working with Aivolution, too many steps are necessary to convert player0.slo and player0.vlo into the input that autotools expects right now. Being able to just drag-and-drop player0.slo and player0.vlo without caring about anything else would have been easier. Can the automake file be adapted for this? Too many steps? I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X My suggestion: Step 1: copy player0.slo and player0.vlo files into mad folder I think the difference is abvious. When making modifications and commits several times a day first method doesn't sound like fun. All that is necessary is to have a playerX.vlo.in file, with a script 'playerX.slo' and a player INT X line... The only other thing which makes a little bit of sense (though doesn't look as clean as template-8 files) is to take player0.vlo as the template and generate the other 7 files from that. In this case I would now really have to find out how to find out that sed replaced exactly one line (so that modifications which break the regexp can be caught). --Dennis -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman: On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman: My idea to this would be to let Make generate the redundant files. Thus the question: What are the differences between the different player files? I'll then try to find out if and how Make can create that. --Dennis Slo file are identical, for now. Vlo files have 2 differences: On the first line: script playerX.slo X is AI slot (player) number, 0-based. And 4th line: player INT X where X is again the player number, identical to the first X at the first line. Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get their rules, too, if they want to autogenerate the files, too. It simplifies things when compiling wz, but it is still inconvenient when working with Aivolution, too many steps are necessary to convert player0.slo and player0.vlo into the input that autotools expects right now. Being able to just drag-and-drop player0.slo and player0.vlo without caring about anything else would have been easier. Can the automake file be adapted for this? Too many steps? I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] wz2100.net status.
Hi, we have some trouble with the server, which need to be fixed first. It doesn't seem to boot up correclty anymore, even when fresh installed. However, we're on this and the website will be back online as soon as possible! Regards, Kamaze ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
On Wednesday, February 20, 2008, 6:41:44 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman: On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman: My idea to this would be to let Make generate the redundant files. Thus the question: What are the differences between the different player files? I'll then try to find out if and how Make can create that. --Dennis Slo file are identical, for now. Vlo files have 2 differences: On the first line: script playerX.slo X is AI slot (player) number, 0-based. And 4th line: player INT X where X is again the player number, identical to the first X at the first line. Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get their rules, too, if they want to autogenerate the files, too. It simplifies things when compiling wz, but it is still inconvenient when working with Aivolution, too many steps are necessary to convert player0.slo and player0.vlo into the input that autotools expects right now. Being able to just drag-and-drop player0.slo and player0.vlo without caring about anything else would have been easier. Can the automake file be adapted for this? Too many steps? I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: What is wrong with just using player0.slo and player0.vlo as input for make btw? 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? --Dennis -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
On Wednesday, February 20, 2008, 6:41:44 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: On Wednesday, February 20, 2008, 5:25:52 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 17:01:21 schrieb Roman: On Wednesday, February 20, 2008, 12:58:14 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 01:50:05 schrieb Roman: My idea to this would be to let Make generate the redundant files. Thus the question: What are the differences between the different player files? I'll then try to find out if and how Make can create that. --Dennis Slo file are identical, for now. Vlo files have 2 differences: On the first line: script playerX.slo X is AI slot (player) number, 0-based. And 4th line: player INT X where X is again the player number, identical to the first X at the first line. Did that for the autotools build. Raw Makefiles, XCode and MSVC need to get their rules, too, if they want to autogenerate the files, too. It simplifies things when compiling wz, but it is still inconvenient when working with Aivolution, too many steps are necessary to convert player0.slo and player0.vlo into the input that autotools expects right now. Being able to just drag-and-drop player0.slo and player0.vlo without caring about anything else would have been easier. Can the automake file be adapted for this? Too many steps? I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? Because I can't commit without testing modifications to AI. Usually 8 copies in total must be created, for all players, to test if they communicate properly for example. Therefore I can't use playerX.slo.in and playerX.vlo.in for testing, since 1) X isn't an integer and player INT X won't compile 2) 7 copies of player0.slo/vlo are required for testing purposes anyway --Dennis -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
Dennis Schridde schreef: Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? Yes, there is. There simply isn't an immediate alternative to sed on Windows systems, and as such this proces is not as easy to automate on windows as it is on GNU/Linux. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in /trunk:data/mods/global/aivolution/multiplay/skirmish/data/multiplay/skirmish/ src/
Dennis Schridde schreef: Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? Yes, there is. There simply isn't an immediate alternative to sed on Windows systems, and as such this proces is not as easy to automate on windows as it is on GNU/Linux. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/
On Wednesday, February 20, 2008, 7:32:45 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 19:20:43 schrieb Giel van Schijndel: Dennis Schridde schreef: Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? Yes, there is. There simply isn't an immediate alternative to sed on Windows systems, and as such this proces is not as easy to automate on windows as it is on GNU/Linux. Aha, so that's what's this about. I wondered why one would want to work reversed, creating changes in the autogenerated files and transforming them into templates. You know AI creation is a bit different, I guess this is not self-explanatory. Sometimes all 8 copies will differ for testing or bug-hunting purposes for example. What you are suggesting may make perfect sense to you, because you are judging based on your own experience, my experience tells me it will be arsy-versy. Even with make it is more convenient for me to work on 1 master copy of AI files, then copy-paste the result into mod folder (and trash other copies which are not necessarily the same) and simply let Make replicate them, not vice-versa. Simple answer would have been: 'Run make does not do what it should, since sed is not available.' It would have been as simple as that if I could imaging you could forget I'm a Windows and MSVC user, but since I know you are aware of this I thought you were not understanding something else, what exactly I didn't know. Ok, makes sense, will adapt it then, if Buginator finds no way to do search-and-replace in files from within MSVC. (dotnet and bundled tools were the ideas right now.) --Dennis -- Best regards, Romanmailto:[EMAIL PROTECTED]___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone-commits] r3840 - in / trunk:data/mods/global/aivolution/multiplay/skirmish/dat a/multiplay/skirmish/ src/
Am Mittwoch, 20. Februar 2008 20:16:48 schrieb Roman: On Wednesday, February 20, 2008, 7:32:45 PM, Dennis Schridde wrote: Am Mittwoch, 20. Februar 2008 19:20:43 schrieb Giel van Schijndel: Dennis Schridde schreef: Am Mittwoch, 20. Februar 2008 17:45:26 schrieb Roman: I obviously have to use player0.slo and player0.vlo file when testing Aivolution: Step 1: copy player0.slo and player0.vlo files into mod folder Step 2: Replace 0 with X in player0.slo Step 3: Add .in exntention to playerX.slo Step 4: Replace 0 with X in player0.vlo Step 5: Add .in exntention to playerX.vlo Step 6: open playerX.slo.in for editing Step 7: replace script player0.slo with script playerX.slo Step 8: replace player INT 0 with player INT X I would propose doing it differently: 1: Do some fun editing in playerX.slo.in 2: Run make 3: Have fun I guess there must be some reason why this is impossible... Why? Yes, there is. There simply isn't an immediate alternative to sed on Windows systems, and as such this proces is not as easy to automate on windows as it is on GNU/Linux. Aha, so that's what's this about. I wondered why one would want to work reversed, creating changes in the autogenerated files and transforming them into templates. You know AI creation is a bit different, I guess this is not self-explanatory. Sometimes all 8 copies will differ for testing or bug-hunting purposes for example. What you are suggesting may make perfect sense to you, because you are judging based on your own experience, my experience tells me it will be arsy-versy. Even with make it is more convenient for me to work on 1 master copy of AI files, then copy-paste the result into mod folder (and trash other copies which are not necessarily the same) and simply let Make replicate them, not vice-versa. Can you picture your workflow and how you would like it to be? Currently I understand it like this: 1. work in up to 8 different AIs 2. tune them 3. select the best 4. take that file and copy it as player0.* into the SVN dir 5. edit the variables, since it may not have been player0 before 6. commit Is this correct now? Simple answer would have been: 'Run make does not do what it should, since sed is not available.' It would have been as simple as that if I could imaging you could forget I'm a Windows and MSVC user, but since I know you are aware of this I thought you were not understanding something else, what exactly I didn't know. I just assumed you somehow integrated the Makefiles into your workflow. I didn't forget you or your tools. :) As you sound pissed, I apologize. I was under the assumption you used the Makefiles to speed up your work, not that they would slow you down. Thus I tried to guess your workflow and model the scripts after that. Apparently my assumption and your reality did not match... --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev